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Everything posted by Kexikus
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The model format between K1 and TSL differs. So you have to convert them, which is usually not that difficult but could produce problems since these weapons have on/off animations and AFAIK MDLOps will screw those up (the weapon will always be in the on state when changing the area).
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Updated my SWTOR Style Training Sabers mod to fix a bug on Matale Grounds. If you had this mod installed, please uninstall it and install the new version. Sorry for the inconvenience :/
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You Can upload The 2 GB in seperate Files on The Same download page, Can You not? Also tga Files can be compressed as well. Photoshop for example can do that and while The compression might be less effective than dds, you'd probably be able to shrink The file size to 1 or 1.2 gb.
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Just noticed that I passed the 1000 posts. Took me only 2.5 years even though I feel like I've been part of this community for much longer
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There was a mod that added Jolee's hut available on Lucasforums: Jolee's Hut by Nick Vader However, I don't know if it's any good and the download link doesn't work either. Maybe someone (looking at you miles ) still has this mod available somewhere. Or maybe someone could just make a new mod^^
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Thanks for the clarification
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I get that part^^ What confused me is what you said in your first post of this thread: and Let's say that whatever animation we're talking about is not in "s_female03" but in I don't know... "s_female01". I'd edit the animation and recompile "s_female01" of course. Then I'd place it in the Override and according to the first statement it should work since every character model would see if it has the animation itself, which is doesn't. Then the game would check "s_female03", "s_female02" and finally my modified "s_female01" where it would find my modified animation and play this one. But according to your second statement I'd need to recompile "s_female02" and "s_female03" as well which of course makes sense if I inserted my own "new" model that now has to be referenced. But in the case I described and which you were referring to in your first post I think, I only edit an existing supermodel that would still be referenced the same way as before. So why exactly do I have to recompile those two models in this case? To me it'd make sense to either compile none of them, or every single model that's lower in the hierarchy including every humanoid body model.
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But why do you have to recompile every model below the edited supermodel? From your earlier explanation I got the impression that you don't have to since the animations are not actually stored in the compiled model when recompiling it but are looked up by the game going through the models by recursion.
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So you wouldn't need to compile the "lower" supermodels, right? Because as you said, the game will simply backtrack until it finds the animation.
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It should be possible I think. Basically, you'd need to find every model that has a breathing animation (which might just be the humanoid super model or something like that), decompile it to get the ASCII version and then edit the animation by increasing the time between the keyframes. Then save the ascii, compile it and you should be done. However, MDLOps might have problems with characters. I don't think it has as I recall that I once edited character animations, but if something gets screwed up that could be why.
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Since I was checking K1 for modules that reuse the same music even though they are different places, I created a spreadsheet that lists all of K1's modules and their corresponding Day, Night and Battle music. Day and Night is always the same (with one exception) and I think the game actually only uses Day anyway. All tracks are listed with their number corresponding to their row in ambientmusic.2da, their file name and the name given in the KotOR Soundtrack playlist linked below. You should hopefully be able to sort the spreadsheet by any of the values. To do so, click in the column you want to sort by, press Ctrl+A to select everything and then in "Data" select "Sort by Column XX...". That's all there is to it. I don't know if anyone will ever use this but since I made it, I figured I might as well shart it^^ At the very least you can use it to get warp codes Here you go: K1 music overview spreadsheet Note that most of the STUNT modules do not have any ambient music assigned. That does not mean that no music plays in this scene. Instead the music is most likely started by the script that controls the cutscene. While building this list, I also found some music pieces that are not used in any of the game's modules. However scripts could still play them anywhere in the game. If you happen to know where exactly, please let me know and I'll add the information. Those are the following tracks (once again with the name for the linked playlist): 1 mus_gui_start (The Old Republic Theme) That's the theme played in the main menu. 7 mus_theme_carth (Captured by the Leviathan) This one is played in the cutscene where the Ebon Hawk is captured in the Leviathan's tractor beam. 33 mus_bat_out (The Temple) 45 mus_bat_valsith (Uthar Wynn's Trials) 46 mus_bat_sforge (Star Forge Battle (Not quite sure here as I haven't checked the game file)) And finally, here's the playlist.
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I didn't. I just thought that those are similar enough so that it makes sense for them to have the same music. But I could of course include them in the mod. So, here's my updated list on the options I want to give with the "No more reused music mod": Taris Sith Base / Shyrack Caves / Korriban Tombs: Taris Sith Base -> Manaan Sith Base / Sith Academy Taris Sith Base -> Custom (??) Caves / Tombs -> Dreshdae / Sith Academy Caves / Tombs -> Custom (SWTOR Korriban) Taris Hideout / Temple Summit (seems fine to me, but I'd include it anyway): Hideout -> Taris Upper City Hideout -> Taris Appartments Hideout -> Custom (??) Temple Summit -> Temple Temple Summit -> Custom (??) Taris Sewers / Leviathan: Leviathan -> Taris Sith Base Leviathan -> Manaan Sith Base / Sith Academy Leviathan -> unused mus_theme_carth (since it's used in the Leviathan tractor beam cutscene) Leviathan -> Custom (SWTOR Imperial Agent) Taris Sewers -> Taris Lower City Taris Sewers -> Custom (SWTOR Taris) Manaan Sith Base / Dreshdae / Sith Academy: Manaan Sith Base -> Taris Sith Base Manaan Sith Base -> Ahto City Manaan Sith Base -> Custom (??) Dreshdae / Sith Academy -> Korriban Tombs Dreshdae / Sith Academy -> Custom (SWTOR Korriban) Sandral Estate / Ebon Hawk / Anchorhead: Anchorhead -> Dune Sea Anchorhead -> Czerka Anchorhead -> Custom (SWTOR Tatooine) Ebon Hawk -> Hideout Ebon Hawk -> Custom (TSL Ebon Hawk) Sandral Estate -> Dantooine Outback Sandral Estate -> Custom (??) Dune Sea / Yavin Station: Dune Sea -> Anchorhead Dune Sea -> Sand People Territory Dune Sea -> Custom (SWTOR Tatooine) Yavin Station -> Custom (SWTOR Yavin) Sandpeople Enclave / Unknown World: Enclave -> Dune Sea Enclave -> Custom (SWTOR Tatooine) Unknown World -> Temple Unknown World -> Custom (??) I don't really care about the reused battle music, but if you want that included as well, let me know and I'll add it. And in a second mod I'll offer different options to add music to those areas that prievously had none: Governor's Chamber (Sith Base) -> Sith Base Dantooine Crystal Caves -> Dantooine Outback Dantooine Crystal Caves -> Custom (SWTOR Tython, Republic, Jedi Knight, Jedi Consular. I need to check these) Valley of the Dark Lords -> Sith Academy Valley of the Dark Lords -> Custom (ROTS Palpatine's Teachings, SWTOR Korriban) As before, I'd like to add suggestions for the Custom (??) options, so if you have any, please post them. Then I'll just have to see if all of these work well enough that I want to offer them in a mod, make a giant TSLPatcher file and release the mod. That will take some time though^^
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I completed my analysis and it's worse than I thought... Anyway, here are the quick results (I'll post the full analysis later): The following areas use the same ambient music: Taris Sith Base / Shyrack Caves / Korriban Tombs (makes sense for the last two though) Taris Hideout / Temple Summit Taris Sewers / Leviathan Manaan Sith Base / Dreshdae Sandral Estate / Ebon Hawk / Anchorhead Dantooine Ruins / Unknown World Temple (makes sense) Dune Sea / Yavin Station Sand People Enclave / Unknown World The following areas share the same battle music: Taris Sewers / Yavin Station Endar Spire / Taris Sith Base / Korriban / Leviathan (makes somewhat sense) Anchorhead / Taris North Apartments Dantooine Ruins / Unknown World Temple (makes sense) Sand People Enclave / Unknown World Dantooine Crystal Caves / Shadowlands Starforge / Mystery Box (also makes sense) The following areas are actually missing ambient music: Governor's Chamber (Taris Sith Base) Dantooine Crystal Caves Valley of the Dark Lords The following ones are missing battle music (You probably never fight in some of these, so that's no big deal): Gadon's Quarters (Hidden Bek Base) Ebon Hawk Swoop Registration / Cantina / Czerka Office And then there are some tracks in ambientmusic.2da that are not used in any modules. They might be played with scripts or they could actually be unused, I don't know. mus_gui_start (this one plays in the main menu I think) mus_theme_carth (This one is apparently played in the cutscene where you are captured by the Leviathan, so triggered with a script) mus_bat_out mus_bat_valsith mus_bat_sforge With all of that information go ahead and post suggestions for improvement
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K1: Party member conversation trigger
Kexikus replied to Kexikus's topic in General Kotor/TSL Modding
Thank you very much. That's exactly what I was looking for. -
As I said, The conversation cannot happen on Dantooine due to The way The Story Works.
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In KotOR when a party member wants to talk to you, the conversation starts automatically sometimes saying "[Juhani seems tense. Maybe you should talk to her.]" or something similar. I was wondering how those conversations are triggered and hoping that someone here could tell me. Thanks
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That all sounds wonderful, but having that conversation on Dantooine is simply impossible with the storyline of this mod^^ So it will happen on the Ebon Hawk. That way I get less possible characters to interact which is kinda sad as your suggestion sounds pretty good, but it also requires me to get less VOs done and that's a very very big plus for this^^ Anyway, thanks for all of your suggestions.
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Thanks for those excellent suggestions The first three will definetly work and I'll make sure to offer those. For the next two I'm not completely convinced if that would actually stop Bastila from telling the Council. But I might be able to make them work. I'll definetly not go with the last option even though it sounds nice since Bastila wouldn't want you to kill Juhani, which means that you'd have to force Juhani to go back to Dantooine which would result in Juhani attacking her, which could actually work... Maybe I will use that option^^ Edit: Wow, I changed my mind quite quickly while writing that last sentence xD Edit 2: Those would be some nice DS/LS options indeed (in your latest post). I'll see what I can cobble together here... And that scene is now getting far more complex than I had intended.
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Once I get around to make this mod, I'll probably make one installer that lets you choose from many different options, also including the ones in my prievous mod. Those include custom tracks for every one of the modules that has the repeated music issue, but I'd like to give at least one suggestion of what could be used as the custom track, so I could use some input. My current idea is to offer the following: Anchorhead/Ebon Hawk: Anchorhead->Dune Sea Anchorhead->Czerka Anchorhead->Custom (SWTOR Tatooine) Ebon Hawk->Custom (TSL Ebon Hawk) Dune Sea/Yavin Station: Dune Sea->Anchorhead Dune Sea->Custom (SWTOR Tatooine) Yavin Station->Custom (SWTOR Yavin) Leviathan/Taris Sewers: Leviathan->Sith Base Leviathan->Custom (SWTOR Imperial Agent) Taris Sewers->Taris Lower City Taris Sewers->Custom (SWTOR Taris) For Anchorhead/Ebon Hawk that's exactly what I released, for the rest it's just ideas that I have not tried ingame yet. I will do that, but first I'd like to get some comments from you. Below you'll find the listed tracks that were not posted here or in the original mod. Also, I'll go through all the modules and see if there are any other reused tracks that should be covered by this mod. We'll see how that goes^^
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I've been thinking about the whole "the party ignores you recruiting a dark Jedi / Sith" thing. I can see Jolee, Mission and even Carth accepting this and trusting in you knowing what you're doing and thus not telling the Jedi Council. The problem here is Bastila, so I figured that adding a short scene where Bastila confronts you after you recruited Juhani would probably improve this mod. Maybe I'd even add Carth to the scene. What I currently don't know is how the player would convince Bastila not to run to the Council and tell them that you are on the best way to become a Sith. Keep in mind that Bastila should be intelligent enough to get that the Cathar Jedi named Juhani is the same Cathar Jedi named Juhani that you supposedly killed on Dantooine. So the argument you make has to be at least close to being good^^ However, you can justify pretty much everything with: "I do what's necessary." in this game, so that might be one option here as well. But if anyone has a better idea, please let me know. @superSzym: If I had any screenshots to show, I would do that. There might be something coming up in this regard and once it does, I'll post a screenshot
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Impressions of M4-78 EP (Version 1.2 only)
Kexikus replied to Sith Holocron's topic in M4-78 Enhancement Project
No, there's no way to do that in M4-78EP. I assume that's due to the fact that there are no voice lines for her on Dantooine, but one of the developers would have to confirm that. -
[BUG] Weird Graphic Bugs in K1
Kexikus replied to CrashBandiTeam's topic in General Kotor/TSL Modding
You say that you tried reinstalling the game, but to be sure: You tried without mods after reinstalling and it didn't work either, right? Also, have you tried starting a new game? My guess would be that somehow your shaders got messed up, since you get weird reflections and missing transparency. I have no idea how a mod could cause this, so I'd say it's probably an issue with your graphics card. Also I have to disagree with Lucy: Warp band mods generally shouldn't cause issues like these unless they are buggy (but even then I can't see how they would cause this specific problem), so I'd say it's not the fault of this mod type. Trying without any mods from a completely fresh installation would be the way to go though. -
Yeah, those "stripes" are indents or small gaps and you're right that they are visible on Thunder's model, but making them more visible would still improve the look IMO.
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The picture in the very first post of this thread shows some stripes on the forehead and the cheaks of the helmet that are not in your version. I know that they're not visible on all of the pictures posted later, but I think they greatly improve the design of the helmet, so maybe you could add them? Otherwise, the new helmet looks great!
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Seeing this and knowing that it won't be finished is torture. There has to be a rule against abandoning such a great mod Anyway, thanks for the video insights into MVI and I definetly look forward to the next episode (and hope that someday the mod gets finished^^).